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GreedFall

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The protagonist is from a continent resembling 17th-century Europe in its technological advancement, but where magic also exists side-by-side with cannons and rifles. Currently, it is in the grip of a terrible, incurable plague named Malichor. However, a newly discovered island named Teer Fradee is free of it, and it's suggested a cure may be found there. Thus, multiple factions of The Old World send out their colonizing fleets. You play as De Sardet, a representative of the Congregation of Merchants and the cousin of Constantin DOrsay, who is set to become the Governor of Congregation's newest colony, New Sereme. You, on the other hand, will be in charge of finding the cure.

Of course, the Congregation isn't the only faction with an eye on Teer Fradee: On one side is the science-minded Bridge Alliance, who see the island as a wellspring of knowledge and resources that can be harvested to cure the Malichor. On the other side are the Thélème, a nation ruled by magic who believe the Malichor to be a demonic curse that can only be cured by destroying the island's "demons" and bringing their monotheistic religion to its native inhabitants — by force if necessary. All three nations are keenly aware that the other factions are just as intent upon finding the cure as they are, and will also grab as much territory and resources along the way as they can get away with. Moreover, the natives of Teer Fradee are obviously not impressed by this mass invasion. While some attempt to negotiate what they can with the factions like yours that are averse to unnecessary bloodshed, others resist, often with the help of the supernatural creatures they have bonded with. However, as impressive as those are in singular engagements, they remain a poor counter to the firepower of massed ranks of trained musketeers.

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While the frictions are definitely concerning, you're more worried about your cousin, who is over his head almost as soon as he steps off the boat. As you work towards establishing some semblance of order and stability to New Serene, however, you begin seeing signs that you have more in common with the natives as originally thought...

This being an RPG, you have a large degree of choice in how you approach the characters of this world, and the quests they may ask you to fulfill.

The reveal teaser is here, the E3 2018 trailer is here, and the gameplay demo video is here.

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Tropes present in GreedFall:

24-Hour Armor: While certain missions might require you to disguise yourself in either faction-aligned armor or regular clothes, you're still free to wear your regular armor around wherever you please.

Action Girl: You can pick a female character, who'll then be this, as even the most diplomacy-oriented builds will still often need to get their hands dirty.

Alliance Meter: Each faction on the island has it, which changes based on your actions.

Ambadassador: Lord/Lady De Sardet's role is that of a diplomat who deals with problems among the various factions of the island. Being an RPG protagonist however, they are also capable of kicking a lot of ass.

Armor and Magic Don't Mix: Averted; Petrus is the magic-specialist companion who starts off in a suit of full plate armor and the player themselves can also spec to using magic and heavy armor/weapons if they so choose.

An Axe to Grind: Various axes are available to your character under the One/Two-Handed Heavy Weapons skill depending on their size. Looking closely at their stats shows that they deal somewhat less physical damage then the equivalent swords, but are more effective against armor and more likely to stun the enemies by the sheer force of impact.

Ankle Drag: In one of the cutscenes, Siora summons a root out of the ground, which then drags away a soldier that was going to kill her sister Eseld and suspends him in mid-air. Eseld then finishes him off by throwing a blade into his eye socket.

Anti-Frustration Features: Should you need to personally report back to a quest giver who's quite a distance away, the game will offer to teleport you directly to them, or stay where you are.

Best Served Cold: Trying to convince Siora's sister Eseld to forgo vengeance after she got nearly killed by the colonizing troops via the Charisma option has her "agree", by noting that waiting for revenge will only make it sweeter.

Bodyguarding a Badass: Kurt is your bodyguard and trainer from since your character was a child. This doesn't stop you from potentially being stronger than him. It's even possible to beat him in the tutorial sparring match with him (and even easier with magic, which totally ignores his extremely high armor).

Critical Existence Failure: Having a practically empty health bar doesn't influence the enemies' movement or behavior at all, and the same goes for you and your companions.

Developers' Foresight: Due to the many different solutions the developers will usually offer for any given quest, main or otherwise, there are a number of events and additional lines of dialog that can occur if you did not follow the intended, guided sequence of events. A great example of this is rescuing Constantin from the morning-after of his celebratory night on the town, and the various events that may happen:

If you rescue Constantin before saying your goodbyes to the other ambassadors in Selene, Constantin will be sitting down at the table with De Sardet, or is otherwise clearly present in the room.

You can learn Constantin's location in three ways: following the tip from the poorly written ransom notes all around town, making recompense for the unfortunate innkeeper who's business was wrecked by Constantin's antics, or simply walk by the warehouse where he's being kept, whereupon De Sardet and Kurt will over hear his yelling.

Related to the above, if you save Constantin and meet the innkeeper for the first time, they will have additional dialog where he recognizes Constantin and yells at him for the broken table, upon which Constantin compensates him out of his own pocket, than De Sardet's.

If you rescue Constantin stealthily from his predicament, he will ask to murder the bandits who kidnapped him for revenge. Should De Sardet have taken the direct approach or done that anyway, Kurt will make mention of it.

Constantin will have additional dialog during sidequests and scripted events, such as meeting Vasco for the first time at the docks. He will, for example, hope that his father is implicated in the disappearance of Vasco's cabin boy, allegedly by a noble family in the city.

Dialogue Tree: You have various dialogue options, though they usually provide only an outline of the much longer speech your character is going to say upon selecting that option. Certain Talents can also open up certain dialogue options that can offer alternate solutions to problems.

Eye Scream: Eseld kills an unnamed enemy soldier by throwing a dagger into his eye socket.

Facial Markings: Two kinds: the Nauts have Maori-like tattoos, while the islanders wear facepaint and often have plant-like markings that apparently naturally appear when the native is "bonded" with the island. The fact that De Sardet's birthmark looks eerily similar to the marking foreshadows that they have more in common with the natives than they thought.

The Congregation of Merchants appears to be a neutral version of mainland Europe, specifically France and Venice, often acting as a mediator between the Bridge Alliance and the Thélème, and, thanks to their alliances with the Nauts, hold a major stake in world's naval power.

The Thélème are based very obviously off of the Vatican and Catholic Church, with a hardline monotheistic religion backed up by actual magic and their own Inquisition who is ready and very willing to torture and kill anyone who doesn't share their beliefs, or even so much as contradicts their own teachings.

The Bridge Alliance eschew religion in favor of science and technology much like Renaissance Europe, but are aesthetically and culturally based upon Middle Eastern cultures, specifically the Ottoman Empire.

The natives of Teer Fradee are a bit of a mix of Native Americans culturally, with a preference to solitary, isolated villages each with its independent customs that still share a common connection to nature and are all under threat of being overrun and colonized by the other three factions but their language and accents are reminiscent Romani and Gaelic, with a bit of Norse sprinkled here and there.

The Coin Guard, with their Germanic names, mercenary nature, and universality among all three (often opposed) continental factions, bear a great deal of similarity to the Landsknechte and other German mercenaries of the 1500s.

Fighter, Mage, Thief: The skill tree is split between three categories: Warrior (focuses on melee), Technician (focuses on traps and guns) and Magic (Focuses on offensive spells). You create your character by selecting a set of starting skills focused on one of these categories though afterwards you're free to build your character however you wish.

Five-Second Foreshadowing: Just before boarding the ship to Teer Fradee, Constantin and Kurt will talk about the giant creatures that apparently exist in the new land, with Constantin mentioning that he heard a rumour that the Nauts had even brought one back in one of their ships, only for Kurt to say it's ridiculous, since the Nauts may be strange but they aren't stupid. Guess what happens to burst out of a ship you're passing?

Foreshadowing: When you introduce the native Siora to Constantin, he comments that she and De Sardet look so alike they might as well be related. However unintentionally, he's right.

The Fundamentalist: The Inquisitors of Thélème, especially the Ordo Lumis are brutally intolerant and are often antagonistic towards you.

Grey and Gray Morality: In the conflict between the explorers and natives, neither side is fully good or evil; the explorers are encroaching upon the island, harvesting its resources and either killing or trying to forcefully convert the natives, but are doing so in a desperate attempt to find a cure for a disease ravaging their people. Many of the natives, on the other hand, have no qualms using underhanded means or outright killing any explorers they come across, but are doing so to defend their own homeland from being destroyed and colonized. Stuck in the middle of the two are the moderates, who want everyone to just get along with as little bloodshed as possible.

Guns Are Worthless: Averted heavily; Guns are very potent weapons limited primarily by them needing ammo, which can be somewhat limited early on. However, by getting the Science talent to level two you'll gain the ability to craft ammo yourself up to the hundreds, thus rectifying this problem and letting you blast most regular enemies away in one or two shots.

Heroes Prefer Swords: Various bladed weapons are available to your character under the One/Two-Handed Blades skill depending on their size. In general, swords do more raw damage than heavy weapons, but less armor and stun damage.

Item Caddy: A character who specializes in the Technical skills (guns and traps) is heavily reliant on items such as ammo or alchemical mixtures, which while can be found fairly commonly in crates in cities they tend to face problems if they run low on resources. However, by investing into the Science skill they'll gain the ability to craft said items themselves out of the tons of resources they've likely gathered.

Item Crafting: You can craft and upgrade equipment, as well as create potions, traps, and bombs with the right skills and materials. Some quests may also ask you to create certain items, such as a sleeping potion (though such items can also be bought).

Magic Missile: The default attack with Rings is actually called Magic Missile. It generates projectiles of shadowy magic energy, and requires magic rings to use. The natives have their own version, which resembles a ball of green flame and deals "elemental" (rather than "magic") damage.

Mana Meter: Present as part of your spellcasting. However, some spells, like the ability to incapacitate enemies through stasis, require no mana if cast during Fury.

Relationship Values: Your party members' feelings on you are measured in this fashion, with them starting on "Suspicious", with some of them being able to progress to a full-on Romance Sidequest depending on your choices. Getting them to "Friendly" status grants you a bonus to a talent.

Companions have a very limited amount of lines during battle. After a few hours, you'll probably get pretty sick of hearing To my health and death to the others!, Things are about to get dicey!, A little poison on my blade and let's go! etc.

The same can be said for shopkeepers - one can only hear a high pitched "Oh, it's you, on ol menawi!" so many times before they regret helping that particular vendor as well as generic NPCs who only have a handful of simple lines when prompted.

You Lose at Zero Trust: You won't lose the game, but companions will abandon you if they dislike you enough. Some may also start working against you once that happens.

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